/*
 * graph2D
 * Copyright (c) 2009 Shun Moriya <shun@mnu.sakura.ne.jp>
 *
 * The MIT License
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
 * THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#if !defined(___GRAPH2D_PARTICLE_H___)
#define ___GRAPH2D_PARTICLE_H___

#include "component.h"

namespace Graph2D
{
	class Particle : public Component
	{
		DISALLOW_COPY_AND_ASSIGN(Particle);

		typedef Component super;
		friend class ParticleManager;

		Vector2 gravity;
		Vector2 velocity;
		float life;
		Particle* next;
		unsigned short index;

	protected:
		virtual ~Particle()
		{
		}

	public:
		Particle()
		{
			next = NULL;
			gravity.y = 9.8f;
			//velocity;
			life = 0.f;
		}

		Particle* getNext() const
		{
			return next;
		}

		unsigned short getIndex() const
		{
			return index;
		}

		void setIndex(const unsigned short index)
		{
			this->index = index;
		}

		void setNext(Particle* particle)
		{
			next = particle;
		}

		const Vector2& getGravity() const
		{
			return gravity;
		}

		void setGravity(const Vector2& gravity)
		{
			this->gravity = gravity;
		}

		const Vector2& getVelocity() const
		{
			return velocity;
		}

		void setVelocity(const Vector2& velocity)
		{
			this->velocity = velocity;
		}

		float getLife() const
		{
			return life;
		}

		void setLife(const float life)
		{
			this->life = life;
		}

		virtual void onUpdate(const UpdateInfomation& updateInfomation);
		virtual bool onDraw(const DrawRect& drawRect);
	};
}

#endif
